Brain-Computer Interfacing and Games

  • Danny Plass-Oude Bos
  • Boris Reuderink
  • Bram van de Laar
  • Hayrettin Gürkök
  • Christian Mühl
  • Mannes Poel
  • Anton Nijholt
  • Dirk Heylen
Part of the Human-Computer Interaction Series book series (HCIS)


Recently research into Brain-Computer Interfacing (BCI) applications for healthy users, such as games, has been initiated. But why would a healthy person use a still-unproven technology such as BCI for game interaction? BCI provides a combination of information and features that no other input modality can offer. But for general acceptance of this technology, usability and user experience will need to be taken into account when designing such systems. Therefore, this chapter gives an overview of the state of the art of BCI in games and discusses the consequences of applying knowledge from Human-Computer Interaction (HCI) to the design of BCI for games. The integration of HCI with BCI is illustrated by research examples and showcases, intended to take this promising technology out of the lab. Future research needs to move beyond feasibility tests, to prove that BCI is also applicable in realistic, real-world settings.



This work has been supported by funding from the Dutch National SmartMix project BrainGain on BCI (Ministry of Economic Affairs) and the GATE project, funded by the Netherlands Organization for Scientific Research (NWO) and the Netherlands ICT Research and Innovation Authority (ICT Regie).


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Copyright information

© Springer-Verlag London Limited 2010

Authors and Affiliations

  • Danny Plass-Oude Bos
    • 1
  • Boris Reuderink
    • 1
  • Bram van de Laar
    • 1
  • Hayrettin Gürkök
    • 1
  • Christian Mühl
    • 1
  • Mannes Poel
    • 1
  • Anton Nijholt
    • 1
  • Dirk Heylen
    • 1
  1. 1.Faculty of EEMCSHuman Media Interaction, University of TwenteEnschedeThe Netherlands

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